@article{7aba5e454cb04d72a806554df8135dc1,
title = "Digital Games, Literacy and Language Learning in L1 and L2: A Comparative Systematic Review",
abstract = "In this comparative systematic review, we analyse how the use of digital games inside and outside school settings might support primary and secondary students{\textquoteright} literacy and language learning in relation to first language (L1) and second language (L2) educational contexts. Our findings indicate widely different pat-terns from utilising diverse game aspects, theories, and research methodologies in relation to the two different subject areas, which show that they are less convergent than what often is suggested in research that compares the two subjects in a globalised world. The L1 studies indicate positive findings with mainly commercial games in relation to writing, multimodal production, critical literacy, and, partly, to reading. The L2 studies report positive findings with educational games in relation to the investigated language skills (vocabulary, reading, and writing), though with an increasing number of studies conducted in out-of-school settings examining commercial gaming practices.",
keywords = "game-based learning, review, l1, l2, K-12, language, literacies, Comparative review, Literacy, Digital games, Language learning",
author = "Thorkild Hangh{\o}j and Kristine Kabel and Jensen, {Signe Hannibal}",
year = "2022",
doi = "10.21248/l1esll.2022.22.2.363",
language = "English",
volume = "22",
pages = "1--44",
journal = "L1-Educational Studies in Language and Literature",
issn = "1578-6617",
publisher = "Springer",
number = "Speciall Issue",
}